[Deeds Not Words] Campaign ideas?

javadragon

First Post
Just curious as to what type of campaign people will be using Deeds Not Words to run? Will it be Four Colour, gritty, modern? What will the setting be like?

I used to be a huge fan of marvel (And DC to a lesser extent) but I've never found a supers game (besides marvel or DC’s) that had a setting that I liked (don't get me started on Champions). However, After seeing the NPC's posted on the DNW website I almost wish there was a setting for DNW.

For myself I'm thinking something between modern and gritty. I want death to be a real possibility. I think a little risk adds to the excitement of the players. I find that they try harder if a big mistake is going to end up killing them.

I'm going to try to tie big real world adventures into to the plot. IE. The terrorist bombings, Stock market going down because of "accounting" errors.

One of my plot idea's involves the DestiNY USA. In my reality it's the pet project of a top-secret government agency. The agency plans to use the facility to house aliens. It provides an enclosed city. So it contains everything that they need easily monitored site.

I would appreciate any ideas anyone else has.
 

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javadragon said:
Just curious as to what type of campaign people will be using Deeds Not Words to run? Will it be Four Colour, gritty, modern? What will the setting be like?
I intend to run a campaign set here in the Twin Cities where the PCs are all high-school students. It'll be a modern campaign, as the campaign's timeframe will nips at the heels of the real world, and the PCs become entangled with an emerging supervillainess from another high-school in the area.
For myself I'm thinking something between modern and gritty. I want death to be a real possibility. I think a little risk adds to the excitement of the players. I find that they try harder if a big mistake is going to end up killing them.
I'm going for the same general feel. It's a nice compromise point between genre convention, verisimlitude and playability.
I'm going to try to tie big real world adventures into to the plot. IE. The terrorist bombings, Stock market going down because of "accounting" errors.
Same here, but at the pace that one would expect from young adults with an emerging awareness of the signifigance of world events upon their local lives. In other words, I start local and branch out from there. For some time, the PCs and their local enemies will be the only known superhumans in the world; the existance of others will be something of a secret early on in the campaign.
 

I am planning, to run here in Columbus, but i cannot disclose any Info of the setting, for it may compromise or agents in the field...........(I.E., prying eyes read these boards!!):D :D
 


I broke it over the course of a year's worth of monthly gameplay, and it wasn't that hard to do it. Use a better-built game.
 

You broke it?

What do you mean your broke it? Can you elborate on that? Thanks in advance I would like to know what problems you ran into before I implement a campaign using the rules.
 

Assistant game-breaker here....

Brad(Corinth) and I really ripped up FS over the course of the past year. Brad's the GM, I'm a player. Here's one thing considered "game-breaking":
A high BOD combined with a decent AV absolutely rips sh*t up. I ran a BOD 10 Martial Artist. That means Move, Strength, Con, Toughness, all 10. Unlike the Bruiser, I'm not handicapped by a low AV. 1 stat point remains at creation - bought Mind 6. With the available skill points, dropped 1 into Medicine. Healing yourself is a 3-shot action. Why REF 5? Simple. Raising an attribute raises your skill. It's far cheaper to buy Agl 6 than it is to buy Martial Arts 16. For Schticks, I kept it fairly simple. Claw of the Tiger, Tiger Stance, Fire Strike. Fire Strike was a style thing, Willow Step or Unyielding Tiger Stance would've been better.

Anyhow, through all the brutal stuff thrown at us, while everyone else was making Death Checks because they favored speed, I was Active Dodging everything to reduce the damage to a negligible level, if not 0. A Body 10 means that pistol fire and weak melee attacks bounce off, and stronger stuff barely chips. Think of it as being DR 10 as opposed to DR 7 - a world of difference. Tiger Stance allowed me to attack with no shot cost. Once I picked up Flying Windmill Kick, well, it wasn't pretty.

I'm sure Brad remembers more details that I'm missing here - I'm posting from work, can't linger too long.
 

I didn't uderstand :)

I thought he meant that he had broken the Deeds Not Words System. Now I see that you guys are talking about Fung Shui. Sorry about that.
 

DnW's great as-is from what I can tell. The tithe system seems pretty good for keeping the power-nuts in check. The really glaring problems were all corrected in playtest, as far as I can tell. The only one that remains is easy enough for a GM to stop - the Operative who calls for Operatives who call for Operatives who...you get the idea. Me, I'm looking forward to playing my 16 year old 1st level Mystic in Brad's game. Yum.
 

Settings...

Javadragon wrote:

<b>However, After seeing the NPC's posted on the DNW website I almost wish there was a setting for DNW.</b>

Wow! Color me flattered. There semi-sorta-is a setting for DNW... the infant Deedsnotwordsiverse, as I call it. I would be happy to expand upon it if folks were at all interested.

Originally, DNW was conceived as a little 32-page thing for RPGnet, in the semi-monthly 52 Pick-Up column. All the sample characters were totally facetious and barely considered. But a funny thing happened on the way to publication... I actually started to care about them all, and I becgan taking more time with their names, powers, and backgrounds. At present, there are something like 45 DNW "iconic" characters waiting for a turn in the spotlight, as well as notes for a place called Perihelion City, as well as various world elements that will probably start to see release in support products in August. Hell, I would gladly have support products out next week if I could just arrange and receive artwork that fast...

If I were to run a supers game right now, the tone would either be the serious high drama of the *X-Men* film, or the blue-collar hero ethic of the *Holey Crullers* comic and the *Mystery Men* movie. I love the idea of a world where being a super-hero is just another career choice, like plumber or computer programmer, and super-teams nurse their nightly wounds over blue-plate specials at the local greasy spoon.

I'll be following your campaign with interest, Mr. Lorenzsonn.

Cheers,

SL

Cryptosnark Games
Home of *Deeds Not Words*
The PDF That Eats Like a Meal
http://www.allforart.com/cryptosnarkgames
 

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